Debriefing > Impressions & Feedback

Interactivity

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Rick Astley:
If we look back to the old version of Silo from beta 4 with the Rocket that actually launched when you pressed Use on one of the computers. In theory it sounds awesome and the first time you witnessed it it was cool... But then it started happening every round and the novelty wore off very quickly. It gradually became an annoyance and a distraction from what was going on. People unfamiliar with it didn't understand what was happening when the deafening alarm went off, and the people who did had seen it a million times before

i cant seem to find this easter egg

The Cy:

--- Quote from: VC on September 15, 2011, 07:09:35 pm ---For multiplayer, maps need to be static.  Except for the grand dream of a map that automatically opens up when players pack in and locks away paths when players leave, there is really no opportunity for any grand interaction that isn't going to either be annoying or one-shot.Exploding barrels are accepted as cliche, because they are point traps that just make an area more-dangerous unless you pop them before you go in, or pop them when someone tries to sneak by them.  Once "used" the trap resets.  But, you can't do that with big things like collapsing a staircase (which also chokes flow, which is bad for multiplayer) or destroying walls.  (We already had problems with glass respawning on people and trapping them in place.)

--- End quote ---

I don´t think that every multiplayer map needs to be static. it should be the assignement of a map to reduce the steadiness by messing around with dynamic elements. of course a map should have to be stable in it´s own structure. to make it clear: it´s not my intention to destroy big areas or the whole map. I see that Problem. what I mean is something like this:

func_door activated by a button could be used a pitfall
http://www.youtube.com/watch?v=16POAWO1dDs&feature=relmfu

traps, which are a part of the map. not the most important part, but a good oppurtunity to have some nice interactions from time to time. they don´t have to be flashy, rather well-camouflaged. think of aztec. someone shoots off the wooden bridge (with respawning wood boarders) you´re walking over but you could rescue yourself by jumping on the bridge´s static framework. you´re pushing a button and suddenly a huge block popps out of the wall, crushes your enemy and goes back to the basic position. man, that would be fun! that has nothing to do with maps opening up and locking away paths.

Gabbo:

--- Quote from: Rick Astley on September 16, 2011, 12:09:29 pm ---If we look back to the old version of Silo from beta 4 with the Rocket that actually launched when you pressed Use on one of the computers. In theory it sounds awesome and the first time you witnessed it it was cool... But then it started happening every round and the novelty wore off very quickly. It gradually became an annoyance and a distraction from what was going on. People unfamiliar with it didn't understand what was happening when the deafening alarm went off, and the people who did had seen it a million times before

--- End quote ---

I always thought we should put a chair on the rocket and blast a player into space.

markpeterjameslegg:
Wouldn't this stray away from what the developers have always aimed to achieve, a perfect remake of the original. Personally I don't much like the sound of all this interaction stuff, it's just not Goldeneye, and I agree it would just be a temporary distraction.

Ruone Delacroix:

--- Quote from: Gabbo on September 16, 2011, 05:01:37 pm ---I always thought we should put a chair on the rocket and blast a player into space.

--- End quote ---

That would be hilarious!

"Hey, buddy! Sit on this chair right here"

"Uhh... OK! What's this fo--- OH SHIIIIIIIIIIIIIIIIIIIIIIIIIIIiiiiiiiiiiiiiii...."

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